Cyclic Experimentation Set x02 - [Game Over]


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Cyclic Experimentation Set x02 - [Day Two]

Post Post #0 (ISO) » Mon Oct 24, 2011 12:39 pm

Post by The Eruci »




Cyclic Experimentation Set x02.


A man hung suspended above the floor in the hallway by a crude sort of javelin. Not that this was of any importance to the entourage that swept ceremoniously past. One of the secretaries trailing behind like a desperate imp quickly noted that a replacement was needed in the adjacent test chamber.

Upon reaching one of the larger set of doors on the left, the party stopped its procession and filed into the doorway.
The room was one of the several command modules that overlooked the core test chambers, those that were important to the cause. Such as x679.

Coincidentally, they were here because of that very chamber. Its last run was successful, although the subjects that produced those results had been reassigned to other, lesser known chambers. At least that was the official story for the rank and file.
Now those results were going to be put to test, as another batch of elite subjects had been passed through the rigorous entrance experiments and was prepared for their purpose.

The lead Judge removed the vial from within his cloak and inserted it into the receptor. Turning his gaze upward he noted the strict quality of the subjects as they adhered to every command issued as they prepared, so strikingly similar to their predecessors. Time would only tell which would be the betrayers this time. Until then, let us see what this new power is capable of.


Thus begins the Second Cyclic Experiment.




//PASSWORD: *********** USERID: XX4698015
//INTIALIZING
//OPERATIONAL CODE 506584790V
//APPLYING PERMISSION SCHEMA
//ACCESSING LATEST CONSTRAINT TABLE
//CONNECTING OUTPUT TO CONSOLE
//GENERATE STATUS -O

//Welcome to Experiment Set x02 XX4698015.
//Status: Standby
//Chamber: x804

//Eruci Status: Elite
//Internal Rating: 4078;15
//Procedure Rate Average: 98.6%

//Our systems indicate that the subject Internal Rating Average for this Experiment is 4107. Expect a highly skilled environment.




//CURRENTLY ENGAGED IN SIMULATION (19/25):

MS6786550 //DELETED DUE TO CLASSIFICATION RESTRICTION. REFER TO CRS.03679§1775305.
VP7633971 - MagnaofIllusion
[
Online.
]

FY2944752 - popsofctown
[
implosion
]
[
Online.
]

QN3377293 - EtherealCookie*
[
Online.
]

NV9891464 - RedCoyote
[
Online.
]

LV1086665 - Ghostlin
[
Workdawg
]
[
Online.
]

KD4483656 - springlullaby
[
Online.
]

YN9933507 - warriormode
[
Online.
]

OS7326311 - Magister Ludi
[
Online.
]

PZ5915512 - chkflip
[
diddin
]
[
Online.
]

TI1875313 - SlySly
[
Online.
]

IW8573414 - Junpei
[
Online.
]

WE5874016 - Sinestro
[
Online.
]

GH8479717 - PeregrineV
[
Online.
]

SN5795818 - Kdub
[
Online.
]

ED5235621 - projectmatt
[
Online.
]

ZO1739422 - FourseenCircumstance*
[
Online.
]

HI9210223 - Bunnylover
[
Online.
]

RX3447924 - I Am Innocent
[
wazzatron
]
[
Online.
]

CY3601025 - Toogeloo
[
Online.
]


//CONNECTION TERMINATED (6/25):

JW2804010 -
nopointinactingup
[
Eruci.
][
EXEC LN407.
][
Day 1.
]

DZ2705139 -
Furcolow
[
Eruci.
][
Lynched.
][
Day 1.
]

BT1357719 -
Stringer Bell
[
Temiati.
][
Corrupted.
][
Night 1.
]

XX4698015 -
DrippingGoofball
[
Eruci.
][
EXEC 001
][
Night 1.
]

AB3817120 -
Drunken Piper
[
Eruci.
][
EXEC 111.
][
Night 1.
]

UG9095648 -
whispersilk
[
Eruci.
][
EXEC LN407.
][
Day 2.
]


//SIMULATION OCCURRENCES:

Day One:


Day Two:

Last edited by The Eruci on Mon Nov 21, 2011 7:43 pm, edited 24 times in total.
Cyclic Experimentation Set x02.


Equality is a perversion of the natural order!It binds the strong to the weak. They [the weak] become anchors that drag the exceptional down to mediocrity. Individuals destined and deserving of greatness have it denied them. They [the strong] suffer for the sake of keeping them even with their inferiors.
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Post Post #1 (ISO) » Mon Oct 24, 2011 12:40 pm

Post by The Eruci »



The Protocol:

"The protocol is not a guideline, it is doctrine."









  1. The Moderator has the final say in any dispute. Refusal to accept these decisions may be considered a modkillable offense depending on the severity. Although the Moderator may be the official voice, the Moderator is not infallible. If there is a mistake or you have a question, do not hesitate to inform the Moderator through private message or through the use of bold text within the thread.
  2. Dark-Red
    and
    Indigo
    are the Moderator's colors. Do NOT use them. Doing so is considered impersonating the Moderator and is a punishable offense.
  3. Any and all communication with the Moderator must remain strictly confidential. It is acceptable to paraphrase, for actions such as role claims. If in doubt whether your paraphrase is acceptable, ask the Moderator and assume it is unacceptable until confirmed otherwise.
  4. The use of timestamps in any way is considered quoting Moderator communication and therefore is prohibited. The order in which Role PM's have been sent has been randomized to directly combat this.
  5. Any personal communication outside of the game thread, unless clearly specified in your role PM, is
    strictly prohibited.

  6. Do not post the links to any QuickTopics that may or may not be available within the game. Doing so is considered a modkillable offense.
  7. All Quicktopics associated with this game will become public upon the game's end.
  8. Claiming to be scum, or someone's scumbuddy, is against any and all win conditions and therefore is prohibited. Either action is considered a modkillable offense.
  9. The use of invisible, small, or encrypted text is prohibited. Use your judgment, if it is unreadable by the Moderator, it is unacceptable.
  10. Using loopholes in the rules is considered against the spirit of the game and is a punishable offense. This does not refer to special game mechanics, merely the general gameplay rules. Example is faking a vote to trap players.
  11. Anything it is illegal to do is also illegal to fake.
  12. Modkills will be done in a fashion deemed most detrimental to your faction. Your faction will then be converted to
    Neutral Survivor
    , and as such are autolossed.



  1. As a general guideline, players should aim to post at least once every day (the more the better).
  2. If you anticipate an extended leave from the game, inform the Moderator either in thread or through a private message.
  3. Players who go for more than
    72
    hours will be prodded. If you are prodded and do not respond within
    24
    hours, you will be replaced.
  4. Players receiving more than
    3
    prods throughout the game's entirety will be force-replaced. Replacements reset the prod counter.
  5. A
    flexible two week deadline
    will be instated at the beginning of each Day.
  6. Votes must be bolded or they will not be counted. (ex.
    Vote: PlayerName
    ).
  7. Unvotes must also be bolded or will not be counted (ex.
    Unvote
    or
    Unvote: PlayerName
    ). Unvotes are appreciated but not required.
  8. Shortening of usernames or the use of nicknames is acceptable in votes, but will only be counted if the Moderator can clearly distinguish which player you are voting for.
  9. You may use a Player's Flavour Designation (ex. MS1775305) as an identification in votes.

  10. It requires a majority of the currently available votes for a Lynch to occur. Majority is equal to half of the available votes plus one rounded down.
  11. If players so choose, they may vote for No Lynch, and No Lynch will be reached if at least 50% of the currently available votes are placed on No Lynch.
  12. Once the majority required for a Lynch is reached, votes are locked in place and cannot be rescinded. The same policy applies to No Lynches as well. Discussion during twilight, the period of time before the mod scene is posted, is acceptable.
  13. If at deadline there is no majority, No Lynch will occur. If there is a tie at deadline, No Lynch will occur.
  14. As soon as the Moderator posts your death scene, you are considered removed from the game. You may not post in the thread following this, not even a "bah." post. It is acceptable for the Lynchee to post during twilight before their lynch scene is posted.
  15. Play to win, but remember this is a game. It is understandable to be aggressive, yet personal attacks will not be tolerated. Be considerate of the other players within the game, and hopefully enjoy it yourself!



  1. This is a
    Closed
    Setup. I promise no Cults/Jesters/Survivors.
  2. In the case that your cycling choice dies before receiving the ability, the ability will be sent to the Void.
  3. Due to Cycling Choices, Nights will not end if a replacement is still needed.
  4. If a person with an ability is killed at any point in the game, that ability is sent to the Inactivity Zone.
  5. There are three zones abilities may reside in: Activity Zone, Inactivity Zone, and The Void. See The F.A.Q for further explanation.
  6. Action Resolution follows a simplified Natural Action Resolution, with the Cycling Choice Action appended to the the end of the list. Meaning abilities will be passed after Kills resolve.
  7. The restriction on scum to scum direct passes has been lifted. See The F.A.Q for further explanation.






  • Any flavor given throughout this game is not indicative of the game state, amount of factions, the alignment of any player*, or any piece of the game setup. This includes, but is not limited to:
    • - The Opening Post Flavor Scene
      - Identification Numbers associated with each player
      - Death or Other Game State Change Scene

  • While the game flavor implies that the Judges do not know the alignments of players, this does not indicate unreliable Alignment Announcements. There are no fake reveals in this game.


*Players with Publicly Announced Alignment (such as Dead Players) may be included in Game Scenes. This is the only exception to the above assertion.







Mod wrote:Welcome,
NQ3203491,
[Callsign Playername.]
.
You are the elite of the
Eruci
. You have been handcrafted with years of training and experience for this very Experiment, and those same years have found you dedicated to the cause like none other.


Abilities:
Your abilities are designated in the accompanying
Ability Message
. Please review the updated Ability Message that will be sent at the beginning of each day. You may use any and all abilities you have during the current night, once per each ability.

Ability Cycling:
At the end of each night you are required to select a different player for each ability to cycle your ability to. Meaning, for each ability you have you must choose a different person to pass the ability to at the end of the night.

Eruci Win Condition:
You win if all threats to the Eruci are eliminated and at least one Eruci-aligned player is alive, whether you are alive or not.
[Standard Town Factional Win Condition.]


Game Topic is here: Cyclic Experimentation Set x02.


Reply by PM to confirm you understand your role and win condition.



Sample Vanilla Ability Message:


Mod wrote:
//OUTPUT PERMISSION SCHEMA//


These are your available abilities for Night X. You must choose, by the end of the night, who you would like to send your ability to. If you have multiple abilities, you must send each one to a different person.

Void
[
Vanilla
]
- You are unable to perform any activity during the night as your permission set does not allow it. You are not required to submit a cycling choice.

//END PERMISSION SCHEMA//







Q: My Role PM doesn't state any abilities!

A: Your Role PM serves only to designate to you which faction you are a part of and what your win condition is. Additional abilities will be sent in an accompanying
Ability Message
at the beginning of each Day.


Q: What should I do each Night?

A: If you are in possession of any abilities, you should send in your action. After doing so, it is also necessary to select your "cycling choice", the person you would like to pass your ability to so they can use it the next Night.


Q: When should I submit my actions?

A: You can submit your actions at any point within the Night that you have that ability. Each ability may only be used once per Night.


Q: What is a "cycling choice" and when should I submit it?

A: A cycling choice is the person you wish to send your ability to. If you have more than one ability, each ability must be sent to separate players. It is suggested that you submit your cycling choice at the same time you submit your action, but not required. It is required to submit your choice before the current Night ends, otherwise your ability will be sent to the Void.


Q: Were abilities assigned randomly at the start of the game?

A: All cycling choices were distributed without regards to alignment. Any and all factions existing within this game are guaranteed to receive, at minimum, one ability.


Q: Were all abilities available from the start?

A: All abilities existing within this game are present from the start of the game. No new abilities will be introduced after game start.


Q: What happened to the rule that anti-town factions cannot pass abilities directly to their partners?

A: A bizarre experiment in Chamber c9098 has successfully created a method of cycling that allows any anti-town factions existing within the game to pass abilities to subjects within their team. But this power is not without its consequences. If an anti-town factional member chooses to cycle an ability to one of their partners, it will cause them to be poisoned, and die the following night.
[
Example: Scum A passes Ability X to Scum B on Night One. Scum B will die at the end of Night Two, flipping at the start of Day 3.
]


Q: What is the haps with the zones?

A: To better describe the location of abilities and cycling resolutions, for use in abilities and communication with players, the three ability zones are the three possible states an ability may exist in during the duration of the game.
The Activity Zone is the zone an ability is in when it is under the possession of a currently living player.
The Inactivity Zone is the zone an ability is sent to when the player who possessed it died, and possession can be conclusively determined.
The Void is the zone an ability is sent to when possession of an ability can't be determined. Two such cases where this would occur would be in the case of a player being killed yet still being targeted as cycling choice, and in the case that a player fails to submit their cycling choice.


Q: Which abilities are publicly announced?

A: Abilities that are sent to the Inactivity Zone, with means the ability was conclusively within the possession of a player who was killed at their time of death, are announced with their reveal.



Last edited by The Eruci on Sat Nov 19, 2011 3:33 pm, edited 3 times in total.
Cyclic Experimentation Set x02.


Equality is a perversion of the natural order!It binds the strong to the weak. They [the weak] become anchors that drag the exceptional down to mediocrity. Individuals destined and deserving of greatness have it denied them. They [the strong] suffer for the sake of keeping them even with their inferiors.
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Post Post #2 (ISO) » Mon Oct 24, 2011 2:24 pm

Post by The Eruci »

Day One begins now.

Deadline for Day One is Tuesday November 8th, 2011, at 11:00pm EDT.
Last edited by The Eruci on Tue Oct 25, 2011 4:10 pm, edited 3 times in total.
Cyclic Experimentation Set x02.


Equality is a perversion of the natural order!It binds the strong to the weak. They [the weak] become anchors that drag the exceptional down to mediocrity. Individuals destined and deserving of greatness have it denied them. They [the strong] suffer for the sake of keeping them even with their inferiors.
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Post Post #3 (ISO) » Mon Oct 24, 2011 2:24 pm

Post by The Eruci »




//Loading Subjects
//....Loaded: 25
//Status: Commence
//Chamber: x804
//Cycle: 1
//Sequence: Day

//EXECUTE --V ?/VIAL/LN407





:: VoteCount 1x0 ::


Not Voting (25) -
MagnaofIllusion, implosion, EtherealCookie, RedCoyote, Workdawg, springlullaby, warriormode, whispersilk, Furcolow, nopointinactingup, Magister Ludi, diddin, SlySly, Junpei, crypto, Sinestro, PeregrineV, Kdub, Stringer Bell, Drunken Piper, projectmatt, FourseenCircumstance, Bunnylover, wazzatron, Toogeloo


With 25 Alive, it takes 13 to lynch.


Deadline for Day One is in (expired on 2011-11-08 23:07:02).
Cyclic Experimentation Set x02.


Equality is a perversion of the natural order!It binds the strong to the weak. They [the weak] become anchors that drag the exceptional down to mediocrity. Individuals destined and deserving of greatness have it denied them. They [the strong] suffer for the sake of keeping them even with their inferiors.
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Post Post #4 (ISO) » Tue Oct 25, 2011 4:18 pm

Post by Workdawg »

FIRST!!!!1eleven!

VOTE: nopoint - For having too many zeros in his code.
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Post Post #5 (ISO) » Tue Oct 25, 2011 4:28 pm

Post by Stringer Bell »

VOTE: FourseenCircumstance for being the only one not confirmed yet.
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Post Post #6 (ISO) » Tue Oct 25, 2011 4:46 pm

Post by FourseenCircumstance »

Vote: BunnyLover
because my bunny recently died and you remind me of him
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Post Post #7 (ISO) » Tue Oct 25, 2011 4:59 pm

Post by Junpei »

And so it begins.

I have failed in RQS in the past, and do not like RVS, so here's a new experiment.

Post your personality. If you have two separate personas "ingame, real life", then make them separate.

I am analytical and determined, but most importantly focused. Although I view those things as good, I also view them as my biggest flaws.

Something like that is sufficient I'd say.
The melody of logic always plays the notes of truth.

https://www.youtube.com/watch?v=iA41ggsdeXE
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Post Post #8 (ISO) » Tue Oct 25, 2011 5:04 pm

Post by diddin »

Vote: FourseenCircumstance


He's THAT awful.

Ingame I'm a lot more of a prick than I am in real life, and I'm not really afraid to argue. IRL I'm a lot more laid back tbh
Show
Town 8/4
Mafia 2/3
3rd Party 0/0

Everyone loves Diddin-Slaxx
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Post Post #9 (ISO) » Tue Oct 25, 2011 5:05 pm

Post by EtherealCookie »

Vote: Junpei


I am prty kawaii. :3~
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Post Post #10 (ISO) » Tue Oct 25, 2011 5:07 pm

Post by Junpei »

Please don't start an argument on day 1 diddin. I know that that wasn't your intention, it's just that I know what you're talking about and I don't want any of the day absorbed in a fit. Don't respond to this as the sole content of a post, as then my reason for making this post will have been wasted.

Also Fourseen this is me responding for you, so now you don't have to either.

pedit: Personality, EtheralCookie, if you will.
The melody of logic always plays the notes of truth.

https://www.youtube.com/watch?v=iA41ggsdeXE
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Post Post #11 (ISO) » Tue Oct 25, 2011 5:15 pm

Post by implosion »

VOTE: crypto

ingame personality is basically me doing whatever I feel like doig. I don't really feel like describing my real-life personality seeing as it doesn't pertain to the game.

Strategy notes


Last game, our general strategy was to pass abilities between people and clear people by having them pass abilities to scum. If two people passed an ability between each other, and one flipped scum, the other was cleared. We had 4 people cleared by the end of the game, and it wasn't hard to finish it off. Obviously, the poison mechanic is intended to make that less efficient.

So,
IF
there are no abilities that can stop the poison, then people who have passed abilities to scum or have had abilities passed to them from scum are "cleared." However, there are a few reasons that they might not be:

1: there might be some kind of ability which can explicitly stop the poison kill. If this is the case, and the ability has no beneficial aspect, then that person should claim either today or tomorrow. We can deal with it by dumping it on someone scummy and nuking them out of orbit. or lynching also works. It's also theoretically possible that the scum have some kind of poison kill though, so yeah.
2: there might be some normal protective ability (like a doctor) that happens to protect against the poison kill.
If anyone has a doctor ability, then they should ask the mod if that ability will protect against the poison kill.
They shouldn't claim, for obvious reasons. They can claim later.
3: the scum have an ability which directly combats the poison, for example, a factional one-shot free pass-between-each-other ability to prevent us from clearing people. I wouldn't be surprised if something like this is in the game after the strategy we wound up using last time, and there's no way to detect it, so people who pass abilities to scum or get them are probably just going to be somewhat townier, as opposed to being clear.

On massclaim

Massclaiming abilities worked really well last game, and should work equally well this game. We actually might be able to do this SA3-style, where starting day three everyone has to claim their abilities from two days ago.

Last time, we would do it like this: everyone would claim if they had any abilities the previous day, without claiming what any abilities were. The next day, everyone would claim what abilities they passed, and who they passed to. It wound up being kind of informal. There might be a better strict way to claim it to maximize the potential information gain, but scum are relatively unlikely to lie about cycling choices since it can be kind of easily detected.

On day three, we should claim every ability name and start compiling a "map" for each ability. Like, if player A started with an ability, and passed it to player B, and they passed it to player C (who would have it on day three) then on day three, player A would claim "I had ability X on day one, and passed it to player B" and describe the ability. Player B could confirm what they'd said. We also potentially wouldn't have to have player B claim until day four. Player C would obviously stay quiet until day four or five to protect the ability, unless it's something blatantly anti-town.

Thoughts?
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Post Post #12 (ISO) » Tue Oct 25, 2011 5:15 pm

Post by implosion »

pedit: Personality, EtheralCookie, if you will.
I am prty kawaii. :3~
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Post Post #13 (ISO) » Tue Oct 25, 2011 5:16 pm

Post by EtherealCookie »

^ This guy's attentive.
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Post Post #14 (ISO) » Tue Oct 25, 2011 5:17 pm

Post by projectmatt »

Hello to those of you whom I have played with before.

@Junpei, are you figuring that if you get a good view on everybody's personalities traits, you can attempt to match what they say with play that they show later in the game?

I have a rather bi-polar personality. I try to stay, for the most part, apathetic about games while primarily relaying on analysis and questions, however, when I get angry I completely lose it.

Vote: Crypto


PEDIT: I'll give my thoughts on the mechanics of the game and what I believe the optimal play may be tomorrow as I need to go to sleep now. Right now though, I believe I support a day three massclaim of sorts.
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Post Post #15 (ISO) » Tue Oct 25, 2011 5:19 pm

Post by projectmatt »

One last thing before I leave, EtherealCookie, I understand that you seem rather un-interested in the idea of it, but do you agree with Implosion's suggested methods of play? Why or why not?
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Post Post #16 (ISO) » Tue Oct 25, 2011 5:23 pm

Post by Stringer Bell »

I'm pretty reserved, but once I find something that I really want to talk about, I can be pretty longwinded.

In post 11, implosion wrote:
Strategy notes


Last game, our general strategy was to pass abilities between people and clear people by having them pass abilities to scum. If two people passed an ability between each other, and one flipped scum, the other was cleared. We had 4 people cleared by the end of the game, and it wasn't hard to finish it off. Obviously, the poison mechanic is intended to make that less efficient.

So,
IF
there are no abilities that can stop the poison, then people who have passed abilities to scum or have had abilities passed to them from scum are "cleared." However, there are a few reasons that they might not be:

1: there might be some kind of ability which can explicitly stop the poison kill. If this is the case, and the ability has no beneficial aspect, then that person should claim either today or tomorrow. We can deal with it by dumping it on someone scummy and nuking them out of orbit. or lynching also works. It's also theoretically possible that the scum have some kind of poison kill though, so yeah.
2: there might be some normal protective ability (like a doctor) that happens to protect against the poison kill.
If anyone has a doctor ability, then they should ask the mod if that ability will protect against the poison kill.
They shouldn't claim, for obvious reasons. They can claim later.
3: the scum have an ability which directly combats the poison, for example, a factional one-shot free pass-between-each-other ability to prevent us from clearing people. I wouldn't be surprised if something like this is in the game after the strategy we wound up using last time, and there's no way to detect it, so people who pass abilities to scum or get them are probably just going to be somewhat townier, as opposed to being clear.

On massclaim

Massclaiming abilities worked really well last game, and should work equally well this game. We actually might be able to do this SA3-style, where starting day three everyone has to claim their abilities from two days ago.

Last time, we would do it like this: everyone would claim if they had any abilities the previous day, without claiming what any abilities were. The next day, everyone would claim what abilities they passed, and who they passed to. It wound up being kind of informal. There might be a better strict way to claim it to maximize the potential information gain, but scum are relatively unlikely to lie about cycling choices since it can be kind of easily detected.

On day three, we should claim every ability name and start compiling a "map" for each ability. Like, if player A started with an ability, and passed it to player B, and they passed it to player C (who would have it on day three) then on day three, player A would claim "I had ability X on day one, and passed it to player B" and describe the ability. Player B could confirm what they'd said. We also potentially wouldn't have to have player B claim until day four. Player C would obviously stay quiet until day four or five to protect the ability, unless it's something blatantly anti-town.

Thoughts?


I like the idea of mapping out the abilities, because also if a particularly pro-town ability is passed to someone who has been scummy through the first couple of days, we can ask many questions about the person who passed them such an ability. Also, scum are allowed to pass abilities to each other, unlike last game.


In post 1, The Eruci wrote:
Q: What happened to the rule that anti-town factions cannot pass abilities directly to their partners?

A: A bizarre experiment in Chamber c9098 has successfully created a method of cycling that allows any anti-town factions existing within the game to pass abilities to subjects within their team. But this power is not without its consequences. If an anti-town factional member chooses to cycle an ability to one of their partners, it will cause them to be poisoned, and die the following night.
[
Example: Scum A passes Ability X to Scum B on Night One. Scum B will die at the end of Night Two, flipping at the start of Day 3.
]



Therefore, it should be a little bit harder to map out the different abilities as we get later on in the game (D5 onwards). On the other hand, I don't think that the scum will pass abilities between each other for at least the first night, because they don't want to automatically lose a member at the end of N3.
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Post Post #17 (ISO) » Tue Oct 25, 2011 5:25 pm

Post by Junpei »

Implosion, I read MoI's plan from x01, and I liked it a lot, and would like to go with it this game, at least for now. It doesn't demand any claiming at the present so it is okay to tentatively agree while we gametheory in private.

If scum have a consequence to passing to their members by mod-design, why would they receive an ability to directly counter that disadvantage?

Projectmatt, not really, I'm not completely sure of what I will be able to do with the information, but from what I've seen from other games, it could come in handy.
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https://www.youtube.com/watch?v=iA41ggsdeXE
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Post Post #18 (ISO) » Tue Oct 25, 2011 5:26 pm

Post by crypto »

I WAS BORN TO BREW STORMS AND STIR UP SHIT
KICK UP DUST, CUSS TILL I SLUR UP SPIT

vote: crypto
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Post Post #19 (ISO) » Tue Oct 25, 2011 5:26 pm

Post by EtherealCookie »

Wouldn't it be useful to just straight up claim all abilities anti-town and transfer it to whoever is decided to be most scummiest, and then lynch/kill them somehow? That way, we'd be able to clear up all the anti-town abilities relatively early. If any of the scum try to conserve them, the truth will come out during mass claim of abilities (which is a good idea.) If they try to lie about their ability, and the next day it ends up nobody had said ability, or there's an excess of a certain ability, it gives us a huge window on where to look.




PEDIT:I read his response to Junpei before actually reading the wall.
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Post Post #20 (ISO) » Tue Oct 25, 2011 5:28 pm

Post by crypto »

plans are for the weak

unvote
vote: implosion


let's quick-lynch up in this bitch
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Post Post #21 (ISO) » Tue Oct 25, 2011 5:29 pm

Post by Junpei »

>anti town abilities

We need a definition, it would seem.
In post 53, The Eruci wrote:I never actually placed a comprehensive list, but my mod copy from x01 is spoilered below:

Spoiler: Cyclic x01 - Ability List
Ability Message Standard Format:

Mod wrote:
//OUTPUT PERMISSION SCHEMA//


These are your available abilities for Night X. You must choose, by the end of the night, who you would like to send your ability to. If you have multiple abilities, you must send each one to a different person.

//Available Abilities

//END PERMISSION SCHEMA//



All Available Abilities:

Mod wrote:
//OUTPUT PERMISSION SCHEMA//


These are your available abilities for Night X. You must choose, by the end of the night, who you would like to send your ability to. If you have multiple abilities, you must send each one to a different person.

Trace
[
Tracker
]
- You may target a player to be tracked, thus discovering who that player has targetted that night.


Null
[
Roleblocker
]
- You may target a player, thus causing any attempted actions by this player this Night to fail. They will not be informed in any way that they were roleblocked.


Firewall
[
Doctor
]
- You may target a player to be protected, this will protect them from one kill during the night. The targeted player is not informed that they were protected. You will not be informed if you protected the player from a kill. You may not self-target.


Log
[
Watcher
]
- You may target a player to be watched, thus discovering who targeted that player during the night. You will be told the names of the players your choice targeted, if any.


Void
[
Vanilla
]
- You are unable to perform any activity during the night as your permission set does not allow it. You are not required to submit a cycling choice.


Join
[
Neighbourizor
]
- You may choose one player to join the Neighbor Quicktopic. You may discuss the game with these players at any time you are alive. You are not required to submit a cycling choice as the player you choose to join the neighborhood will be selected as your cycling choice.
Current Members of the Neighborhood are:
[
q21
]
.

Reinitialize
[
Ability Reuser
]
- You may choose one of the following listed abilities that have been removed from gameplay to use as your action. Available Actions:
[
Watcher
]
[
????
]
.

Disconnect
[
Ability Remover
]
- If you are targeted by an ability this night, that ability is removed from play.
Mod Note (reveal only for Mafia members): You may also choose to target a player, and if they have one of two undisclosed abilities, that ability will be removed from play.


Reroute
[
Ability Redirector
]
- You may choose to redirect the cycling choice of one player to a player of your choice.
[
Example: You would like Player A to send their ability to Player C instead of Player B, you would send in as your action:
Redirect: Player A to Player C.
]
.

Retrieve
[
Void Collector
]
- You may choose one of the following listed abilities that have been caught in the void to use as your action. Available Actions:
[
Watcher
]
[
????
]
.

Monitor
[
Ability Cop
]
- You may target a player to be monitored, thus discovering whether they have an ability, and how many abilities. Actual ability names will not be revealed.

Hibernate
[
Bulletproof
]
- You are immune to kill methods related to weaponry that fires projectiles.

Offline
[
Treestump
]
- You may not vote but are unlynchable for the duration of the next Day Phase. You may still post in the game thread and any Quicktopics you may have access to.

Upgrade
[
Double Voter
]
- You have an additional vote for the entirety of the next Day Phase. You may control this vote by sending a message to the Moderator containing your secret vote.

Virus
[
Timed Explosive
]
- You have been infected by a virus. It will activate after a predetermined number of posts, killing the player currently in possession of this virus when that post number is reached. To prevent yourself from being terminated, you must pass this ability within the 75 posts that follow your receiving it. If you fail to do so, it will activate prematurely, causing you to be terminated. For the purposes of this ability, "Pass By" timer begins from the current post number in thread when I view that you have received this message. You will be notified of your "Pass By" post when it is designated. This is a nonstandard ability due to its abnormal cycle rate, and may be passed between factional members.

Anti-Virus
[
Limited Day Vig
]
- You have a special device that is designed to rid the system of a virus that is thought to be residing in it. Once the virus activates this device will also activate, allowing you to select a player during the day to centralize the virus in so it can be removed from the system. This centralization of the virus in one person causes them to be terminated from the system, along with a portion of the virus, until the virus is exterminated.
Current Device Status:
[
Inactive
]
.

//END PERMISSION SCHEMA//


Here's the list that I was given on last games' abilities

Please highlight the ones which are anti town.
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https://www.youtube.com/watch?v=iA41ggsdeXE
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Post Post #22 (ISO) » Tue Oct 25, 2011 5:31 pm

Post by crypto »

it's been three full minutes and implosion has not been lynched. pick up the slack, shitheels.
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Post Post #23 (ISO) » Tue Oct 25, 2011 5:44 pm

Post by crypto »

why is implosion still alive
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Post Post #24 (ISO) » Tue Oct 25, 2011 5:49 pm

Post by Junpei »

Basically, I don't think that inherently anti-town abilities are in transit. I think that any ability which is clearly anti-town is going to be tagged into a scums' role PM, not ability PM, so I feel like intentionally eliminating abilities for the most part is meaningless.

Sorry I'm a bit impatient, and crypto is fluffing so I figured I'd just post my point.

Also, I think that scum WOULD consider using poison as early as night 1, depending on the circumstances. What I'm getting at is that I think it is very possible that scum have abilities which promote additional ways to kill, perhaps even the poison kill. This furthers my belief that claiming to get rid of roles is pointless, as what we probably should be worried about is not in transit.
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